Sid Meier's Civilization V

Sid Meier's Civilization V

85 ratings
The Mississippi (Brave New World)
   
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19.711 MB
14 Aug, 2017 @ 1:49pm
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The Mississippi (Brave New World)

In 1 collection by Tomatekh
Tomatekh's New Civilizations
31 items
Description
Adds the Mississippi to the base game.

The Mississippian Culture was the last major pre-Columbian cultural development in North America, lasting from around AD 700 to the time of the arrival of the first European explorers; ca. AD 1600. It spread over a great area of the American Southeast and mid-continental river valleys, with scattered extensions northward and westward into the Great Plains. The culture was based on the intensive cultivation of maize, which resulted in large population centers, and participated within a larger exchange network known as the Southeastern Ceremonial Complex.

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Note:
- This civilization requires the Brave New World expansion.
- Updates to the mod will most likely break save games. Please do not update until you are ready to begin a new game.
- The City-State of Cahokia is replaced with Chaco Canyon.

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Leader: Tuskaloosa

UA: Maize Economy: Your highest Population Cities form Regional Centers which increase Food and decrease Building Maintenance in nearby Cities.

UU: Falcon Dancer (Longswordsman): If trained in a Regional Center, is significantly quicker to produce (+50%) and will begin with bonus XP equal to the City's Population. Does not require Iron.

UB: Mound Temple (Temple): Provides Faith and Science based on the latitude of the City. Centers the equator on the world map. No maintenance.

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A more detailed explanation of the civ and its abilities can be read here:
Civ Modding Wikia[civilization-v-customisation.wikia.com]

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Credits:
- DJSHenninger converted the unit models
- The leader images are taken from paintings done by Herb Roe
- Music from Sanctuary by R. Carlos Nakai
- All code and art otherwise not listed created by Tomatekh (primary author)
25 Comments
Soapforger 10 Mar, 2018 @ 12:44pm 
YnAEMP?
The G.O.A.T. 3 Oct, 2017 @ 4:05pm 
Awesome! I was born and raised in Tuscaloosa, AL and am rather knowledgeable about the watershed peoples of the 'Mighty Mississip'. I've been to Moundville NUMEROUS times and am NEVER unwilling or unhappy to go again! Thank you for your time and effort put into this. Cheers!
Tomatekh  [author] 5 Sep, 2017 @ 6:00am 
The music? They're tracks from the Sanctuary album by R. Carlos Nakai.
JamPants 5 Sep, 2017 @ 5:31am 
theme name?
Leman 23 Aug, 2017 @ 12:30pm 
Thanks for the information! :)
Tomatekh  [author] 22 Aug, 2017 @ 2:08pm 
The specific value scales to map size. On the biggest maps it maxes out at 16.
Stef 22 Aug, 2017 @ 1:17pm 
In the city screen view, under the button Maize Economy it says 16 tiles away from current regional centers
Tomatekh  [author] 22 Aug, 2017 @ 12:32pm 
The regional center will be the highest population city in an area. So, if you had a regional center with 6 pop and one of its tributary cities suddenly became 7 pop, that 7 pop city will become the new regional center while the old one will become a tributary. However, you can have multiple regional centers at a time. As long as a city is 12 tiles from the closest regional center or on another continent it can become its own regional center with its own tributary cities. The 12 tile distance is so that there's no overlap tiles between the two regional centers.
Leman 22 Aug, 2017 @ 10:14am 
Oh awesome! Follow up question, how large does a non-regional center have to be to usurp the regional center title? I assume to do so, it has to be outside of that 10-12 radius?
Tomatekh  [author] 21 Aug, 2017 @ 7:57pm 
No, if you settle a city far enough away (I think it was about 10-12 tiles away; the diameter of a regional center's influence) it will also become a new center. Settling on a new continent just does it automatically regardless of distance.